linothedude's Recent Forum Activity

  • Hi all. I've been planning on making a game in the style of warioware- a collection of "microgames" that you play in a sequence- and I'm wondering how exactly I should go about it. Should I make each microgame its own layout or put them all in the same layout? Is there a better way? Thanks.

  • The map is comprised of 16*16 tiles, each corresponding to a single elment in the array

    Each section is 10 elements long and 8 elements high and are arranged in a grid.

    "Lit up" basically just means that that section of the map is considered "on" which probably doesn't mean anything to anyone but me but that's the best way to describe it

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  • The nitty gritty of this is that I want to check for a value within a certain section of an array to activate a specific action.

    Here's how I want my system to work-

    Should any element in a certain section of an array be more than 0, the area corresponding to that section would be lit up on the map.

    I've so far been unable to acheive this, if anyone could provide some insight that would be much appreciated !

  • Thank you so much! This new system works like a charm!

  • I've done a bunch of testing and reworking and I unfortunately can't recreate this solution. I think the issue is that I'm using a "spawn by name" to create one enemy from a family of several different types of enemies which is preventing me from using the "pick instance by UID" method of checking if there is an enemy still existing.

  • Hello! I'm a new poster so let me know if I'm missing amy etiquette.

    Basically I've been having this issue where these invisible sprites spawn are supposed to only spawn an enemy when the enemy it's originally spawned has been destroyed. However no matter what I try, either the spawner spawns too many or doesn't respawn the enemy and I'm not sure why.

    Basically I need to find a way to link a spawner and its enemy untill death do them part.

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linothedude

Member since 4 Dec, 2018

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